Greatest_Aether
Forum Reg of sorts
That was so wrong I don't know where to begin.
Or we can remain in sadness and bitterness, and maliciously attack anybody who doesn't share our sadness, because they are heartless monsters.I'm not glad that any of the cut characters are gone, but the only one I really miss is Snake. They're gone, guys -- the most you can hope for is for them to return as DLC.
Thor, I know about vectoring. I was referring to the major lack of hitstun in SM4SH. There are some (puny) combos at low percents, but IMO they pale in comparison to Minus combos.
Aether, If you mean cut characters, the only other cuts were Pokemon Trainer, Squirtle, and Ivysaur.
I'm not glad that any of the cut characters are gone, but the only one I really miss is Snake. They're gone, guys -- the most you can hope for is for them to return as DLC.
two and 3/7's. GOSH!
Maybe. I'm autistic so my sense of humour is completely wrong.I think that was funnier in your head then when I read it...
Maybe. I'm autistic so my sense of humour is completely wrong.
Eh, the hitstun is a double-edged sword. The same hitstun that allows all the zany combos we (mostly) love also kinda keeps you hanging there. It's especially notable when you fly offstage and just barely die because you're still in hitstun. But, if I had to choose between really low hitstun and Minus' (balancing aside), then I think I'd go with Minus' each time.I'm starting to not like Minus quite as much because I feel like I'm frozen forever, even when just trading attacks. Minus hitstun is like waaaaaay long in my opinion.
Well, after reading your responses on the matter, I think I somewhat agree that VI doesn't really change much at lower percents as its a percentage and not a flat amount. At that point, it's doing nearly the same thing as DI/SDI together, and is much simpler to use. I think I like it in this case.vectoring doesn't inherently take away from the game's KO potential/combo potential any more than DI does.
IRL humor and humor through writing don't really transfer at all. When you're actually with someone, you can have all these variations of your voice and can use body language. On the internet you have to take a different approach, having type in different fonts/styles for EMPHASIS. You can also pull up images and such for added silliness (but don't overuse them).
But hey,
Eh, the hitstun is a double-edged sword. The same hitstun that allows all the zany combos we (mostly) love also kinda keeps you hanging there. It's especially notable when you fly offstage and just barely die because you're still in hitstun. But, if I had to choose between really low hitstun and Minus' (balancing aside), then I think I'd go with Minus' each time.
Well, after reading your responses on the matter, I think I somewhat agree that VI doesn't really change much at lower percents as its a percentage and not a flat amount. At that point, it's doing nearly the same thing as DI/SDI together, and is much simpler to use. I think I like it in this case.
ATM though, I just feel that its knockback-addition effect at higher percents is much too strong, considering the increased blast line distance and our current knowledge of possible follow-ups.
I'm also not a fan of how VI works... "in a square"? I don't know the mathmatical terms for it, but it just seems really weird how holding left/right as you're sent up won't affect your total upwards distance at all.
I use an older build of both Olimar and Samus. I think one of the freezes was in a match with Olimar and Wario, but most of them I've had only have had Wario and some other random character in the match.Not to be obnoxious but are these Wario vs Olimar matches? Olimar is known to cause freezes, especially as people are dying. Samus's zair also occasionally does apparently, so that might be a problem interacting with Wario [if you do more than 1v1, I don't know].
I haven't heard of this with Wario though. I'm sure the devs will look into it.
You mean like this?So can somebody much more savvy than myself please create a patch for 3.3 Samus over 3.Q Samus in the current release with all the appropriate files so that it works correctly? I tried doing it myself but I failed miserably.
Remind me what 3.3 Samus had over 3.Q Samus?So can somebody much more savvy than myself please create a patch for 3.3 Samus over 3.Q Samus in the current release with all the appropriate files so that it works correctly? I tried doing it myself but I failed miserably.
Remind me what 3.3 Samus had over 3.Q Samus?